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KSP2 Release Notes
Everything posted by NathanKell
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It didn't break when I tested it. I'm going to release ARM-official everything tomorrow. Meanwhile, let me know if something breaks for you.
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Alpha is usually used to set specular level. (Sometimes, like on parachutes, it sets transparency) You can try deleting it, and if the part looks weird, put it back. Look at the cfg for the fairings and examine how MODEL is used with a "texture = blah, blah/blah/foo" override. All you will need to make is your texture and a new cfg that references the texture as an override.
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Nope, *all* files* in GameData, unless they are in or under a PluginData folder, are loaded, irrespective of whether they are ever "used" by anything. This is because, as of .20, when a cfg includes a reference to a file (like model = blah/blah/foo) that doesn't mean "load this file"; instead it means "look up this URL in the database of loaded files." *by which I mean: jpg, tga, png, mbm, mu, wav, ogg, cfg, and probably even more.
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The resource meag research thread!
NathanKell replied to Paul Kingtiger's topic in KSP1 Mod Development
RF uses liters for volume, and for density it's tons per liter. For gases, it's tons per liter at STP. -
Vertices can be displaced down as well as up. Or else sea floors wouldn't work. So, same same if no ocean PQS above them. The question is just whether the method that returns altitude ASL is clamped. Great you're feeling better!
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Fleet: remove tweakable gimbal and try EE qmd RftS Engines again. That would be the problem I think. Pireax: because RPL is a custom tech tree, its node settings override what's in the files. But only for parts whose names it knows. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
NathanKell replied to Tiberion's topic in KSP1 Mod Releases
Need to add two values to all resource nodes where maxamount = 0, like engines and electric charge. Check a squad engine cfg for details. Otherwise you get NaN errors on right click. -
KSP will convert all PNG and MBM (if not flag "leave uncompressed") to DXT1/5 (1 if no alpha present, 5 if alpha present). There's a bug (or feature?) in the loader where it *doesn't* do this automatically to TGAs, hence the Texture Compressor mod. Regarding compression: due to (IIRC) licensing issues re: DXT, all compression happens at runtime and there is but a single option (use hiquality compression yes/no) in the Unity compressor. So the options are really pretty limited. I have no doubt that properly compressed textures will work well as normal maps; but as KSP does it, they tend not to (c.f. comparison shots of your Atlas with and without compressed normals).
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andqui: You can use it either way. It has 1m/2m/3m sizes rather than 1.25m/etc, but with stretchies and procedural fairings/interstages that shouldn't matter. Stir_Fry_Beans: please post your mod list and your KSP folder/KSP_Data/output_log.txt (NOT, repeat NOT, your ksp.log). FYI you *can't* drag the window anyway; that's working as designed. Can you add and remove resources?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Blipser: open the main settings tcfg file in ATM (KSP_win\GameData\BoulderCo\textureCompressorConfigs\TextureCompressor.tcfg) and find the scale= line. It will tell you how to do it. (Use a text editor like notepad to open it). Pireax: Uh, tanks don't have tech levels...do you mean what node they're assigned to? ThorBeorn: Things are slower because (I think) Kerbin, if you leave the terrain settings as they are, will still have much more terrain to calculate. Fleet: That's weird. I've never noticed that myself. Make sure you only have one Exsurgent Engineering DLL? If it persists, give careo a holler? Hodo: as Fleet mentions, since RPL hasn't been updated to deal with Stretchy's tech-limited diameters, you'll need to override it by making the initial max diameter quite large (1000 works fine). -
eggrobin: merged! Thanks so much for this! TomatoSoup: Period is the number of seconds it takes the body to complete an orbit. Legendary Emu: please use words. Don't know what I'm supposed to be seeing. metaphor: Starwaster and Ferram covered it, but re: ASL, Starwaster and I are trying to figure that one out. If ASL can ever return a negative number, then we can just add key = <0 blah elements to the curve. Otherwise we probably will have to go with rejiggering what counts as sea level in KSP. Armchair Rocket Scientist: Double the thrust on your final stage; that's a worse TWR than even single-engine Centaur has (and SEC is optimized for GTO insertion, not LEO!) Also do what HoneyFox suggests, obviously, but even then you'd need probably more than a single RL-10 (at 99kN!) to push a 38t stack. 180kN should be fine though (although you'll have to burn some radial+, probably). Just to put some numbers behind HoneyFox's point, you should have your apogee, on SRB burnout, more or less exactly as many seconds in the future as the total burn time of your remaining stages (well, not quite exactly, but close--maybe 30s less?). If your remaining stages have a combined burn time of 15 minutes and your apogee is in 3 minutes...obvious problem. Worry less about height of apogee and more about time to apogee.
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[1.0.3] Editor Extensions v2.12 - 23 June
NathanKell replied to MachXXV's topic in KSP1 Mod Releases
Should be able to override the transform's orientation, right? -
The checkered texture is in Realism Overhaul. Fairing textures can be made with any image editor--the free open source alternative is GIMP (or GIMPshop if you want a PS-like interface). It's called Velcro, IIRC, in the Releases forum.
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What's glitching?
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[0.22.X] BobCat ind. Historical spacecraft thread
NathanKell replied to BobCat's topic in KSP1 Mod Releases
BobCat: hurrah! Can't wait to try this out. -
[1.0.3] Editor Extensions v2.12 - 23 June
NathanKell replied to MachXXV's topic in KSP1 Mod Releases
But that's still 5 degrees. I'd love 1-degree (or 2.5 degree) snaps. -
[1.0.5] Advanced Jet Engine v2.6.1 - Feb 1
NathanKell replied to camlost's topic in KSP1 Mod Releases
Thanks! That's from Mettworks, in the Dev forum. But it's clipped inside some stretchies such that only the canopy is showing. I suggested D-30F6 because iirc that's what it was modeled on. And a turboramjet makes the most sense. Oh, I definitely wasn't trying to exactly clone real craft--the only clone I've made was of the Sabre, and it flies just about right, although since FAR doesn't model the area rule and the need for it it out performs the real thing, going barely supersonic. But for RftS I want multiple nations' jets and at various tech and power levels, so...(Britain, US, Russia, Germany). Helpful re CPR! -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Duxwing, you're welcome! Schelde: argh. That's the downside of non zero rescale factor and MODEL nodes. I need to rework it to not use that. It only happens when you use them as a root part though. Blipser: try increasing scale in ATM. I can't look at the logs right now (away from computer) but it's possible it's a memory crash. O Nerd: the non super stretchy tanks are deprecated. Use the start = 1000 fix I suggested to get around the stretch limits issue. Pireax: what do you mean? -
Stockalike is "normal engines with more fuel choices". If you want limited throttling and ignitions you'll need to use RftS. (Real Engines doesn't have ignitor configs yet but does have real throttling)
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Which engine configs are you using?
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amo28: I'll put that in the OP if you don't mind? (When I release v6 officially I mean--yikes it's been a while).
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andqui: Yes and yes. Your Isp will be somewhat lower than stock KSP engines, unless you're using hydrolox, but that brings its own problems (higher tank dry mass hurts hydrolox something fierce).
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
NathanKell replied to NathanKell's topic in KSP1 Mod Releases
Pireax: is your stretchy the root part? That's a known issue. Glitch how? Pics? Duxwing: You need Real Fuels, first of all. I highly suggest using the mod bundler, it'll do it all (grab all the mods) for you. O Nerd: Are you using RF v5 and Stretchy v9? Version mismatch would do it. Future reference: that's not output_log.txt. (KSP Folder)/KSP_Data/output_log.txt is the one I need. -
Mars's atmosphere is not dense or high-pressure, but it does extend outwards a ways.